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Everything posted by N-DReW25
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And here I thought the dialogue was bad and "unkotor". Glad to hear you like it. You know, neither Goto or Kreia inspired me to make that guy say that line, it was the Refugee by the landing bay on Nar Shaddaa who says a similar line about Sith and Jedi being the same. Fun fact: The Ubese Bounty Hunters were supposed to be the Sith Assassins but then they were moved to the Jekk Jekk Tarr to become GenoHaradan Disciples then they became the Ubese Bounty Hunters. In my mod, they will become the "Elite GenoHaradan Assassins". So each Elite GenoHaradan Assassin will usually have better equipment and all appear like Ubese in their armour while normal assassins will just be a mixed variety of weapons, armour and species. I have an idea for what I'm going to do in regards to the Ubese in Visquis' Jekk Jekk Tarr though I'm not ready to reveal that. I think a while back I heard the Exchange had little involvement on Nar Shadda and it was all GenoHaradan. When the GenoHaradan were cut it all got replaced with the Exchange, I bet Obsidian needed idea's for a bounty hunter for the new Exchange plot and they saw they had Duro skins and Duro's where underused in K1 especially in terms of combat so the Zhugs where quickly made up. I feel like the Zhugs weren't a bad idea but if they were expanded upon in a comic that would have worked. A fun fact about Nar Shadda: If Nar Shadda was less central to the plot it would have been cut completely instead of M4-78. Imagine how the Nar Shadda Enchantment Project mod would look.
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Here is another preview of what I am working on, this time another video: What do you guys think of this? And I know there are spelling errors and typos all over the place, these will hopefully be fixed by the time it makes it to the Demo. The reason I replace the Zhugs on Dxun is that they didn't ultimately mean anything to the plot, while you can mention their deaths to the Zhugs on Goto's yacht I also plan to remove them as well as their dialogues make little sense with the game. With Dezanti gone this mod makes Azanti the sole leader of the Zhugs and once he is dead after your party kills him the Zhugs become destabilized and collapse once Nar Shadda is finished. In this mod, the GenoHaradan were tracking the Exile and where shot down in the space battle. Another thing I am considering is removing Zez Kai Ell's cut scene on Nar Shadda where he stands over the Exile's unconscious body and says he's going to go rescue Mira. Reason for this removal is that he doesn't go to rescue her, you may argue he appears in the Jekk Jekk Tarr to knock Hanharr out then gets knocked out by Kreia but that made no sense, I'll remove that also so that Kreia knocks Hanharr out.
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Very great mod, this will be getting my vote for MOTY 2018. Can I request in the scene with Malak and Saul that a door be added to the exit of the bridge as currently it's just doorless leading to just black void.
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Brotherhood of Shadow on Xbox One?
N-DReW25 replied to Domino5555's topic in General Kotor/TSL Modding
isn't the graphics improved on it to nearly similar to PC graphics? I'd say modding is possible but extremely limited, from what I remember from old threads HD texture crash the game, mdx/mdl files crash the game etc. Mods like BOSSR simply would not work on it.- 10 replies
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- Solomons Revenge
- KOTOR
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(and 2 more)
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K1 Taris Escape Sequence Adjustments
N-DReW25 replied to DarthParametric's topic in Work In Progress
There is a sitting animation in Kotor 1? If that animation exists why doesn't someone put actual NPC's in chairs instead of those placeables? It's called a Massage. -
I am attempting to create a new NPC into the game that you can play Pazaak with and I want to know what exactly I'd have to do to make this NPC work (such as the actual Pazaak script and the scripts for the dialogue conditionals for when you win/lose etc) Would someone be willing to show me what I am supposed to do?
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Reuse the sounds the Tach make and make the Porgs make the Tach noises every 5 seconds. Team Porg
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From the album: N-DReW's Memories
A preview of a new familiar NPC who gives you a sidequest in GenoHaradan Legacy. -
These Telos assassins will be a three-man squad though they won't behave like the K1 Sith Assassins or the HK-50 droids, these guys will give an idea of what's to come later on I guess. For everyone else feast your eyes on something I am working on:
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Is Tyvooka doing something to the site? Randomly when I try to get onto the site it simple directs me to a blank page that says Deadlystream was recently registered at a new domain or something like that.
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Personally, I think the HK-50 Droids are TSL's Sith Assassins from K1. For now, the Assassins I have in mind for the Telos Surace are a three-man attack similar (But not mirroring) the K1 Sith Assassins but with more dialogue than the Sith or the HK droids. For other planets, I do have idea's for GenoHaradan attacks in "shady" area's like caves but I find these unlikely at the moment. While this could be made a mod this seems more ideal for a stand-alone mod.
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- 24 comments
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What do you mean 1.0 version? It's currently 1.4 Demo. In terms of sidequests, there will be, as of right now, one planned optional sidequest and one that must be completed. The main sidequest will have new area's to explore, though they're more like area's to "re-explore". Should you find some sort of incompatibility with M4-78EP, Korriban Expansion, Dustil Restoration, Tomb of Azgath N'Dul, Curse of the Sith and the Jedi Temple mod with this mod please report it as I would have to make a patch to fix whatever you experienced (I'm not saying bugs are 100% guaranteed but be on alert) For everyone else: I am considering not restoring the Luxa's Bounty Hunters cut content: the reason for this is that it's restricted to Dark Siders and the only indication of GenoHaradan involvement with these guys is the fact there dialogue file in the Ithorian Module is called "geno.dlg". While I could just allow for Light Siders to get Luxa's sidequest that Dark Siders get that might just make Telos too long compared to Dark Siders, I bet Luxa's sidequests were added solely because Light Side Telos was longer than Dark Side Telos. Not to mention I still want NPC's to try to collect the Exchange Bounty as well as GenoHaradan assassins. For those who still want GenoHaradan Assassins on Telos, I am planning on adding some in the Restoration Zone who spawn regardless of Alignment. For those who follow this project, I ask you: What do you guys think about this?
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All the icons around 008 it are for Kashyyyk, and those bodies are the Kinrath bodies and Tach Gland not sentient bodies with bounties on them. Interestingly there are two cut items in the Upper Shadow Lands module one called "Hortuth Berries" which uses texture 006 which has a description which reads "Though unpalatable to most outsiders, hortuth berries are an adequate source of nourishment for a number of species native to Kashyyyk." The second item is called "Crystal Amulet" with no description, however, it's item code is "kas24_joleeamule.uti". You would be correct this icon isn't in use right now and is indeed an unused asset.
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NPC Overhaul does give the Jedi Masters unique robes-http://deadlystream.com/forum/files/file/345-tsl-npc-overhaul-mod/ (Though if you don't like them using existing robes like Arca Jeth's robes for example this mod may not be for you, you can obtain these robes from their corpses)
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Unless he wanted to recreate her head from scratch and find her voice actor for some lines, I think that would be impossible. Oh, and according to the game files of TSL Kaevee is 17 in TSL which would make her 12 in Kotor.
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Try a save before Citadel Station first, this NPC should appear like he does in TSLRCM after finishing the Batu Rem sidequest.
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I think I found the big problem everyone is having trouble with. You guys have placed "g_201thug001.utc" into your Override folder. You shouldn't have done that, the reason for this is that Kotor games use file names multiple times in different modules and TSL does this the most compared to Kotor 1. If placed in the Override the NPC with the same name will appear in other modules, in this case, the Duro who is supposed to be apart of a cutscene in 202tel.mod (Entertainment Module) now appears in 201tel.mod (Hangar Bay) as an NPC you're supposed to fight but won't fight because it wasn't designed for this sort of thing and as a result, the NPC is just frozen without purpose and prevents game progression. To fix this remove "g_201thug001.utc" from your override. The TSLPatcher moves "g_201thug001.utc" into 202tel.mod directly where it belongs, this way the NPC is exclusive to this module.
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I believe that was a TSLPatcher error: The installer forgets to move the Hold Out Blaster file into the game. Try copying "geno_hold.uti" into your override folder and it should work I did not add Benok's Alternate Lines mod into this one as that sort of restoration would be pointless. If he does sound like Benok there is a good chance that you've installed it and you've forgotten about it.
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Revan: Rogue Jedi Fan Film Trailer
N-DReW25 replied to Jenko's topic in Knights of the Old Republic General
Wait, those are supposed to be JETPACKS? I thought those were just regular backpacks. Any particular reason they don't move in the new Ep I? Is it the Jedi who gets blown up by the Tank Droid on the Star Forge? -
View File Infinite Droid Utilities A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 Release Date: 19.12.2017 Installation: Simply Copy and Paste or Drag and Drop ALL the files within the "For Override" into your Star Wars Knights of The Old Republic override folder Uninstallation: Remove or Delete the files from your Star Wars Knights of The Old Republic override folder Description: Much like Infinite Energy Shields mod for K1 and TSL, this mod will make all the droid utility items such as flamethrowers infinite preventing it from ever running out of charges. Known Bugs: None but if there is Just PM me on Deadlystream. Incompatibilities: Will be incompatible with things that edits g_i_drdutldev001.uti g_i_drdutldev002.uti g_i_drdutldev003.uti g_i_drdutldev004.uti g_i_drdutldev005.uti g_i_drdutldev006.uti g_i_drdutldev007.uti g_i_drdutldev008.uti g_i_drdutldev009.uti g_i_drdutldev010.uti g_i_drdutldev011.uti Permissions: You are NOT allowed to claim this work to be your own Thanks: Bioware for such an amazing game, Fred Tetra for Kotor Tool and everyone who downloads the mod. Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter N-DReW25 Submitted 12/18/2017 Category Mods K1R Compatible
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- Carbonite Thrower
- Stun Ray
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(and 4 more)
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Mira Concept Art Style-Wrist Launcher (and Other Tweaks)
N-DReW25 replied to DarthParametric's topic in Work In Progress
Did this have anything to do with this mod released in 2014?- http://deadlystream.com/forum/files/file/436-concept-art-mira/